#version 450 compatibility








//视口矩阵
//uniform mat4 ProjectedMat;
layout(std140, binding = 0) uniform u_TranformMat {
    mat4 TranformMat; 
};

layout(location = 0) in vec4 vPosition;

#ifdef DEF_VertColor
layout(location = 3) in vec4 vColor;

layout(location = 3) out vec4 PS_vColor;
#endif




void main(){

#ifdef DEF_VertColor
    PS_vColor = vColor;
#endif

    gl_Position = gl_ProjectionMatrix * ((gl_ModelViewMatrix * TranformMat) * vPosition);
}


 
